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How long does it take to run masks of nyarlathotep?
It took us 30 3 hour sessions to complete. I recommend establishing an NPC in New York, who stays behind and receives reports from the PC whilst overseas.
How many masks does nyarlathotep have?
Lovecraft gives few information about it. I don’t know if there is a more complete verdion somewhere but we have this list here: Avatar#Nyarlathotep. The RPG writers seem to believe he has 999 avatar exactly.
How many players do you need for mask of nyarlathotep?
Eldritch Horror: Masks of Nyarlathotep is an expansion for Eldritch Horror, a cooperative boardgame for one to eight players where intrepid investigators must traverse the globe in an attempt to thwart the cataclysmic rise of an otherworldly Ancient One.
Why is masks of nyarlathotep so good?
Masks of Nyarlathotep ensures that players are always rewarded with a short term payoff, while also making progress on a larger goal. As the chapters progress and the players deal with the events of each location, they piece together the wider mystery of the campaign.
What does nyarlathotep look like?
In the works of H. P. Lovecraft
In his first appearance in “Nyarlathotep” (1920), he is described as a “tall, swarthy man” who resembles an ancient Egyptian pharaoh.
What year is masks of nyarlathotep set?
Set in Peru, this new scenario takes place in 1921 and provides an exciting introductory prologue to the campaign, where the investigators meet Jackson Elias, the industrious and charming author, whose researches lead into the globe-spanning mystery.
How many pages is masks of nyarlathotep?
The Masks of Nyarlathotep Campaign in two volumes. 666 pages of Adventure! A three part Keeper Screen designed for the campaign. A tuckbox set with every player handout.
So You Wanna Run Masks of Nyarlathotep? | Prospero House Publishing
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- Summary of article content: Articles about So You Wanna Run Masks of Nyarlathotep? | Prospero House Publishing So you really want to run Masks of Nyarlathotep? A brilliant question. This globe-spanning campaign of epic proportions is exactly that. Just … …
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- Summary of article content: Articles about Masks of Nyarlathotep Advice Thread [SPOILERS] Look for opportunities for the villains to interact with the PCs in ways other than simply killing them. You can get a lot of mileage out of PCs … …
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[SPOILERS] Running Masks of Nyarlathotep in WFRP | RPGnet Forums
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- Summary of article content: Articles about [SPOILERS] Running Masks of Nyarlathotep in WFRP | RPGnet Forums I have a hankering to return to WFRP with my old schoolmates, but we ran The Enemy Within 30 years ago and I want to run them through … …
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Call of Cthulhu’s epic Masks of Nyarlathotep shows the perfect way to run a RPG campaign over years | Dicebreaker
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- Most searched keywords: Whether you are looking for Call of Cthulhu’s epic Masks of Nyarlathotep shows the perfect way to run a RPG campaign over years | Dicebreaker By having two ‘levels’ of investigation ongoing at all times, Masks of Nyarlathotep ensures that players are always rewarded with a short term … The epic campaign first published in the 1980s continues to thrill and terrify players over months and years.
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Masks of Nyarlathotep – Slipcase Set – Spheremaster Games
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So You Wanna Run Masks of Nyarlathotep?
Perhaps, you’re a veteran keeper with SAN in the low teens. Maybe you’re a brave CoC novice looking to get your feet wet with what’s been called the greatest adventure RPG campaign ever. Or you’re somewhere in between, staring at that gorgeous Masks of Nyarlathotep (MoN) slipcase sitting on your shelf gathering dust…calling to you…haunting your dreams. No matter, you have found yourself here. So you really want to run Masks of Nyarlathotep? A brilliant question.
This globe-spanning campaign of epic proportions is exactly that. Just massive. And immensely rewarding. You will potentially cover six different locations (not counting Peru) with several optional side adventures. The adventure will require hours upon hours of insanely awesome actual game time. Groups can take over a year (or two!). The scope and scale of this worldwide cult conspiracy campaign present a challenging undertaking to the Keeper, but you know you are up to it. Your primary keys to success are organization and enthusiasm.
Many will warn an inexperienced Keeper away from MoN, citing its complexity and length. While a brand-new GM with a pristine Keeper Rulebook could benefit from a handful of sessions running CoC games, this in no way should discourage this intrepid lady (or fellow) from pursuing this titanic accomplishment. If you are motivated to tackle the campaign, have a fair grasp of the rules, and some enthusiastic players, don’t hesitate. The latest edition of MoN has been geared for all comers with structure and suggestions to optimize the Keeper experience and effort. New or not, if you aren’t convinced now is the time. e, stick around and give me a chance to talk you into it.
I’m going to run Masks of Nyarlathotep for the first time. Advice?
I’ve run a few players through a few 1920s adventures but I’ve heard so much about Masks that I’ve got to run it myself. However, before I begin, I want to hear some advice from other people who have run it or played in it.
1. I have one player who has picked up a few mythos spells and tomes. Nothing major, but I’ve always wanted to give players the option of becoming the enemy, corruption and all that and this is the first time I’ve allowed PCs to gain this kind of power in a CoC game. Will there be any times this will be inappropriate in Masks? Anything I should be wary of?
2. To accomadate players coming and going and the probable loss of an investigator from insanity or death, I want to set up some kind of mechanism to easily put investigators in with the rest of the team. I’ve thought about allowing secondary characters (servants/friends/bodyguards) working with the PCs, some kind of occult investigation organization or a network of contacts and friends for PCs. What would you recommend?
3. What kind of background music works with Masks? I’ve got plenty of freaky/disturbing music but I want to vary it.
4. Are there any problem areas or hangups PCs could get stuck at?
5. How long does it take to complete on average? We usually play CoC for 3-4 hours once a week and could complete an average scenario in that time. This week the PCs completed ‘A Restoration of Evil’ from the CoC keeper screen in 2 and a half hours.
Masks of Nyarlathotep Advice Thread [SPOILERS]
Quote from: Voros;970588
I would love to run Masks with my current group as I’ve converted them to CoC. Any tips? It seems to me that its quite heavy on cultists and that could get a bit samey. Also the first major encounter seems like a likely TPK.
Over in another thread, Voros asked for my advice on Masks of Nyarlathotep. Rather than further derail that thread, I will present my answer here and maybe expound some more on my experience at having run it several times over the years.Starting with general tips: Keep in mind that MoN is a sandbox campaign. Well, it’s really a collection of sandboxes that players can jump between in any order. There is no scripted climax to the adventure either. The threat can be ended in multiple ways in multiple locations.Each chapter is based around a city, detailing a number of locations in and around it, and the important NPCs there. I’ve observed that some people find the adventure flat because they just have the PCs hopping from clue to clue while the NPCs sit around waiting for them. You need to have all the major in NPC in city clear in your head, and you need to be thinking about what they are up to. Look for opportunities for the villains to interact with the PCs in ways other than simply killing them. You can get a lot of mileage out of PCs trying to infiltrate cults and/or villains trying to corrupt PCs to their side. Players that get interested in learning magic can make that very murky.Often there will be “side quests” the players can get entangled with. In London, Malone can lead them to a number of supernatural threats that don’t relate to the main story. The Nitocris storyline in Egypt is related to Nyarlathotep, but still a side story. There is also the sorcerer in Shanghai who can be a devastating threat or a potential ally. It’s pretty easy to throw additional adventures into the mix as well. Just be wary of adding anything too deadly.Speaking of deadliness, let’s get to your question about the first major encounter. I am assuming you mean the Juju House? It is definitely deadly if done as a straight fight, but it doesn’t usually play out that way. For one thing, people are a lot more willing to run away in CoC than in something like D&D. The players generally don’t treat it as a boss fight. The most common cause of TPKs is when players feel they are supposed to win a fight and just press on round after round like automatons until they are all dead. CoC players are usually less confident that every monster is there to be beaten. I have had characters die in the Juju House, but never had them all go.As for cultists being repetitive, cultists are people. You can make them as interesting as you want. They don’t need to be faceless combat mooks. I have the crowd at the Juju House be a mix of harcore types like the ones that killed Jackson Elias, along with decadent society types that are slumming in Harlem. In one game, I introduced some of the decadent types at a party thrown by Carlyle’s sister the party wormed their way into. It made for some fun roleplaying with the party being worried that they were made, but the partygoers being thrilled to find they were part of the same scene. If a fight breaks out, some cultists will fanatically attack the PCs, but a lot are just going to flip out and run for the stairs. Cultists are evil, but they are people, and they act accordingly.Also, the players don’t always go the the Juju House. The cult there is devoted to Nyarlathotep, but they have no role in his master plan. Putting a stop to the cult is a good thing, but if the players just get on a boat to London without going, that’s fine too.As for TPK management, the game does give a way to deal with it, but it doesn’t spell it out explicitly. Elias’ publisher (Kensington?) is willing to hire a PC to finish the book Elias was working on. Try and make that happen. You then have one PC sending his notes to the publisher. If you have a TPK, the publisher has all the notes and can assemble a new party to tackle the threat. If the players befriend Malone in London, he can fulfill a similar role if a story of the PCs’ horrible deaths reaches him.If Voros or anyone had questions, about running the adventure, I would be happy to answer them.
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